﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace AnimationEditor
{
    class Frame
    {
        public void assignment(Frame value)
        {
            Frame temp = new Frame();
            this.rendX = value.rendX;
            this.rendY = value.rendY;
            this.rendWidth = value.rendWidth;
            this.rendHeight = value.rendHeight;

            this.colX = value.colX;
            this.colY = value.colY;
            this.colWidth = value.colWidth;
            this.colHeight = value.colHeight;

            this.activeX = value.activeX;
            this.activeY = value.activeY;
            this.activeWidth = value.activeWidth;
            this.activeHeight = value.activeHeight;

            this.anchorPointX = value.anchorPointX;
            this.anchorPointY = value.anchorPointY;

            this.weaponOffsetX = value.weaponOffsetX;
            this.weaponOffsetY = value.weaponOffsetY;

            this.duration = value.duration;

            this.trigger = value.trigger;

            this.toLoop = value.toLoop;
        }

        bool toLoop;

        public bool ToLoop
        {
            get { return toLoop; }
            set { toLoop = value; }
        }

        int rendX = 0;

        public int RendX
        {
            get { return rendX; }
            set { rendX = value; }
        }
        int rendY = 0;

        public int RendY
        {
            get { return rendY; }
            set { rendY = value; }
        }
        int rendWidth = 0;

        public int RendWidth
        {
            get { return rendWidth; }
            set { rendWidth = value; }
        }
        int rendHeight = 0;

        public int RendHeight
        {
            get { return rendHeight; }
            set { rendHeight = value; }
        }
        int colX = 0;

        public int ColX
        {
            get { return colX; }
            set { colX = value; }
        }
        int colY = 0;

        public int ColY
        {
            get { return colY; }
            set { colY = value; }
        }
        int colWidth = 0;

        public int ColWidth
        {
            get { return colWidth; }
            set { colWidth = value; }
        }
        int colHeight = 0;

        public int ColHeight
        {
            get { return colHeight; }
            set { colHeight = value; }
        }
        int activeX = 0;

        public int ActiveX
        {
            get { return activeX; }
            set { activeX = value; }
        }
        int activeY = 0;

        public int ActiveY
        {
            get { return activeY; }
            set { activeY = value; }
        }
        int activeWidth = 0;

        public int ActiveWidth
        {
            get { return activeWidth; }
            set { activeWidth = value; }
        }
        int activeHeight = 0;

        public int ActiveHeight
        {
            get { return activeHeight; }
            set { activeHeight = value; }
        }

        int anchorPointX = 0;

        public int AnchorPointX
        {
            get { return anchorPointX; }
            set { anchorPointX = value; }
        }
        int anchorPointY = 0;

        public int AnchorPointY
        {
            get { return anchorPointY; }
            set { anchorPointY = value; }
        }

        int weaponOffsetX = 0;

        public int WeaponOffsetX
        {
            get { return weaponOffsetX; }
            set { weaponOffsetX = value; }
        }
        int weaponOffsetY = 0;

        public int WeaponOffsetY
        {
            get { return weaponOffsetY; }
            set { weaponOffsetY = value; }
        }

        double duration = 0.2f;

        public double Duration
        {
            get { return duration; }
            set { duration = value; }
        }

        string trigger = "";

        public string Trigger
        {
            get { return trigger; }
            set { trigger = value; }
        }


    }
}
